“FX.TestGPUSort” fails on both PC Editor and Android with Vulkan RHI.
1. Download the attached test project and open, with the debugger attached.
2. Run “FX.TestGPUSort 1” in the console.
3. The editor should crash on a check(0).
4. The logs before the crash should show that “FX.TestGPUSort 1” fails.
UnrealEditor-Core.dll!OnCVarChange<int>(int & Dst, const int & Src, EConsoleVariableFlags Flags, EConsoleVariableFlags SetBy) Line 624 C++
UnrealEditor-Core.dll!FConsoleVariable<int>::OnChanged(EConsoleVariableFlags SetBy, bool bForce) Line 1379 C++
UnrealEditor-Core.dll!FConsoleVariable<int>::Set(const wchar_t * InValue, EConsoleVariableFlags SetBy, FName Tag) Line 1332 C++
[Inline Frame] UnrealEditor-Engine.dll!IConsoleVariable::Set(int) Line 649 C++
UnrealEditor-Engine.dll!RunGPUSortTestWithDebug(FRHICommandListImmediate & RHICmdList, int TestSize, ERHIFeatureLevel::Type FeatureLevel) Line 841 C++
UnrealEditor-Engine.dll!TestGPUSortForSize(FRHICommandListImmediate & RHICmdList, int TestSize, ERHIFeatureLevel::Type FeatureLevel) Line 858 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(FRHICommandListImmediate &)>::operator()(FRHICommandListImmediate &) Line 470 C++
UnrealEditor-RenderCore.dll!FRenderThreadCommandPipe::EnqueueAndLaunch::__l5::<lambda_1>::operator()() Line 1541 C++
[Inline Frame] UnrealEditor-RenderCore.dll!UE::Core::Private::Function::TFunctionRefBase<UE::Core::Private::Function::TFunctionStorage<1>,void __cdecl(void)>::operator()() Line 470 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTaskImpl(TUniqueFunction<void __cdecl(void)> & Function, ENamedThreads::Type) Line 1710 C++
[Inline Frame] UnrealEditor-RenderCore.dll!TFunctionGraphTaskImpl<void __cdecl(void),1>::DoTask(ENamedThreads::Type) Line 1703 C++
UnrealEditor-RenderCore.dll!TGraphTask<TFunctionGraphTaskImpl<void __cdecl(void),1>>::ExecuteTask() Line 634 C++
UnrealEditor-Core.dll!UE::Tasks::Private::FTaskBase::TryExecuteTask() Line 504 C++
[Inline Frame] UnrealEditor-Core.dll!FBaseGraphTask::Execute(TArray<FBaseGraphTask *,TSizedDefaultAllocator<32>> &) Line 482 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksNamedThread(int QueueIndex, bool bAllowStall) Line 779 C++
UnrealEditor-Core.dll!FNamedTaskThread::ProcessTasksUntilQuit(int QueueIndex) Line 668 C++
UnrealEditor-RenderCore.dll!RenderingThreadMain(FEvent * TaskGraphBoundSyncEvent) Line 317 C++
UnrealEditor-RenderCore.dll!FRenderingThread::Run() Line 470 C++
UnrealEditor-Core.dll!FRunnableThreadWin::Run() Line 159 C++
UnrealEditor-Core.dll!FRunnableThreadWin::GuardedRun() Line 71 C++
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-276839 in the post.
0 |
Component | UE - Graphics Features |
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Affects Versions | 5.5.4 |
Created | May 5, 2025 |
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Updated | May 5, 2025 |